- fixed build on windows
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@ -4905,19 +4905,29 @@ void Renderer::renderMenuBackground(const MenuBackground *menuBackground) {
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//
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// Get the screen coordinates for each character model - START
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std::vector<GLdouble> projection(16);
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std::vector<GLdouble> modelview(16);
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std::vector<GLdouble> screen_coords(3);
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//std::vector<GLdouble> projection(16);
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//std::vector<GLdouble> modelview(16);
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//std::vector<GLdouble> screen_coords(3);
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glGetDoublev(GL_PROJECTION_MATRIX, projection.data());
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glGetDoublev(GL_MODELVIEW_MATRIX, modelview.data());
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//glGetDoublev(GL_PROJECTION_MATRIX, projection.data());
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//glGetDoublev(GL_MODELVIEW_MATRIX, modelview.data());
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const Metrics &metrics= Metrics::getInstance();
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GLint viewport[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
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//get matrices
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GLdouble projection[16];
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glGetDoublev(GL_PROJECTION_MATRIX, projection);
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GLdouble modelview[16];
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glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
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//get the screen coordinates
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GLdouble screen_coords[3];
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gluProject(worldPos.x, worldPos.y, worldPos.z,
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modelview.data(), projection.data(), viewport,
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screen_coords.data(), screen_coords.data() + 1, screen_coords.data() + 2);
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modelview, projection, viewport,
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&screen_coords[0], &screen_coords[1], &screen_coords[2]);
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characterMenuScreenPositionListCache.push_back(Vec3f(screen_coords[0],screen_coords[1],screen_coords[2]));
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// Get the screen coordinates for each character model - END
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//
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